Explainer articles

Explainer: What is an API?

Direct3D. OpenAL. Winsock. You've probably heard of these and you might have even used them before. We're talking about APIs – the golden fleece to programmers around the world. Join us as we explain just what an API is, and take a quick look at where and how they get used.

Display Tech Compared: TN vs. VA vs. IPS

#TBT By far the most common types of display panels used on PC monitors are TN, IPS and VA. We're sure you've heard these terms before if you've researched monitors to purchase, and to be clear, the type of panel is a key piece of information that reveals a lot about how the monitor will behave and perform.

How 3D Game Rendering Works: Lighting and Shadows

The vast majority of visual effects you see in games today depend on the clever use of lighting and shadows – without them, games would be dull and lifeless. In this fourth part of our deep look at 3D game rendering, we'll focus on what happens to a 3D world alongside processing vertices and applying textures. It once again involves a lot of math and a sound grasp of the fundamentals of optics.

The Science of Keeping It Cool

Without properly managing heat, our electronic systems would destroy themselves or conversely, we'd be severely limiting our computing capabilities. This article will touch on the basic science of heat, how and why it is generated in electronics, and the various methods we have developed to control it.

How 3D Game Rendering Works: Texturing

In this third part of our deeper look at 3D game rendering, we'll be focusing what can happen to the 3D world after the vertex processing has done and the scene has been rasterized. The majority of the visual effects seen in games today are down to the clever use of textures – without them, games would dull and lifeless. So let's get dive in and see how this all works!

How 3D Game Rendering Works, A Deeper Dive: Rasterization and Ray Tracing

In this second part of our deeper look at 3D game rendering, we'll be focusing what happens to the 3D world after all of the vertex processing has finished. We'll need to dust off our math textbooks again, grapple with the geometry of frustums, and ponder the puzzle of perspectives. We'll also take a quick dive into the physics of ray tracing, lighting and materials – excellent!